Virtually Sacred
Oxford University Press Inc (Verlag)
978-0-19-934469-7 (ISBN)
Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to authentic sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are virtually sacred because they do religious work. They often do such work without regard for and frequently in conflict with traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
Robert M. Geraci is Professor in the Department of Religion at Manhattan College. He is the author of Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality and many essays that analyze the ways in which human beings use technology to make the world meaningful. He was the principle investigator on a National Science Foundation grant to study virtual worlds and the recipient of a Fulbright-Nehru Senior Research Award (2012-2013), which allowed him to investigate the intersections of religion and technology at the Indian Institute of Science in Bangalore.
Contents ; Acknowledgments ; Introduction: Real Stories in Virtual Worlds ; 1) A Cultural Adventure ; 2) Polite Society ; 3) A World with Meaning ; 4) The Flow of Faith Online ; 5) Another Life for Religion ; 6) Sacred Second Lives ; 7) Reassembling Religion ; Appendix: On Method in the Study of Virtual Worlds ; References ; Notes ; Index
Erscheint lt. Verlag | 13.8.2014 |
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Zusatzinfo | 21 illus. |
Verlagsort | New York |
Sprache | englisch |
Maße | 236 x 160 mm |
Gewicht | 599 g |
Themenwelt | Geisteswissenschaften ► Religion / Theologie |
Mathematik / Informatik ► Informatik ► Web / Internet | |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Soziologie | |
ISBN-10 | 0-19-934469-8 / 0199344698 |
ISBN-13 | 978-0-19-934469-7 / 9780199344697 |
Zustand | Neuware |
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